SRD3e:Spell I
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[edit] Bard Spells
[edit] Level 0 (Cantrips)
| Dancing Lights | Figment torches or other lights. |
| Daze | Creature loses next action. |
| Detect Magic | Detects spells and magic items within 60 ft. |
| Flare | Dazzles one creature (-1 attack). |
| Ghost Sound | Figment sounds. |
| Light | Object shines like a torch. |
| Mage Hand | 5-pound telekinesis. |
| Mending | Makes minor repairs on an object. |
| Open/Close | Opens or closes small or light things. |
| Prestidigitation | Performs minor tricks. |
| Read Magic | Read scrolls and spellbooks. |
| Resistance | Subject gains +1 on saving throws. |
[edit] 1st Level Spells
| Alarm | Wards an area for 2 hours/level. |
| Cause Fear | One creature flees for 1d4 rounds. |
| Charm | Person Makes one person the caster’s friend. |
| Cure Light Wounds | Cures 1d8 +1/level damage (max +5). |
| Detect Secret Doors | Reveals hidden doors within 60 ft. |
| Erase | Mundane or magical writing vanishes. |
| Expeditious Retreat | Doubles the caster’s speed. |
| Feather Fall | Objects or creatures fall slowly. |
| Grease | Makes 10-ft. square or one object slippery. |
| Hypnotism | Fascinates 2d4 HD of creatures. |
| Identify | Determines single feature of magic item. |
| Mage Armor | Gives subject +4 armor bonus. |
| Magic Weapon | Weapon gains +1 bonus. |
| Message | Whispered conversation at distance. |
| Protection from Chaos/Evil/Good/Law | +2 AC and saves, counter mind control, hedge out elementals and outsiders. |
| Silent Image | Creates minor illusion of the caster’s design. |
| Sleep | Put 2d4 HD of creatures into comatose slumber. |
| Summon Monster I | Calls outsider to fight for the caster. |
| Unseen Servant | Creates invisible force that obeys the caster’s commands. |
| Ventriloquism | Throws voice for 1 min./level. |
[edit] 2nd Level Spells
| Animal Trance | Fascinates 2d6 HD of animals. |
| Blindness/Deafness | Makes subject blind or deaf. |
| Blur | Attacks miss subject 20% of the time. |
| Bull's Strength | Subject gains 1d4+1 Str for 1 hr./level. |
| Cat's Grace | Subject gains 1d4+1 Dex for 1 hr./level. |
| Cure Moderate Wounds | Cures 2d8 +1/level damage (max +10). |
| Darkness | 20-ft. radius of supernatural darkness. |
| Daylight | 60-ft. radius of bright light. |
| Delay Poison | Stops poison from harming subject for 1 hour/level. |
| Detect Thoughts | Allows "listening" to surface thoughts. |
| Enthrall | Captivates all within 100 ft. + 10 ft./level. |
| Glitterdust | Blinds creatures, outlines invisible creatures. |
| Hold Person | Holds one person helpless for 1 round/level. |
| Hypnotic Pattern | Fascinates 2d4+1 HD/level of creatures. |
| Invisibility | Subject is invisible for 10 min./level or until it attacks. |
| Levitate | Subject moves up and down at the caster’s direction. |
| Locate Object | Senses direction toward object (specific or type). |
| Magic Mouth | Speaks once when triggered. |
| Minor Image | As silent image, plus some sound. |
| Mirror Image | Creates decoy duplicates of the caster (1d4 +1/three levels, max 8). |
| Misdirection | Misleads divinations for one creature or object. |
| Obscure Object | Masks object against divination. |
| Pyrotechnics | Turns fire into blinding light or choking smoke. |
| Scare | Panics creatures up to 5 HD (15-ft. radius). |
| See Invisibility | Reveals invisible creatures or objects. |
| Shatter | Sonic vibration damages objects or crystalline creatures. |
| Silence | Negates sound in 15-ft. radius. |
| Sound Burst | Deals 1d8 sonic damage to subjects; may stun them. |
| Suggestion | Compels subject to follow stated course of action. |
| Summon Monster II | Calls outsider to fight for the caster. |
| Summon Swarm | Summons swarm of small crawling or flying creatures. |
| Hideous Laughter | Subject loses actions for 1d3 rounds. |
| Tongues | Speak any language. |
| Undetectable Alignment | Conceals alignment for 24 hours. |
| Whispering Wind | Sends a short message one mile/level. |
[edit] 3rd Level Spells
| Bestow Curse | -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action. |
| Blink | The caster randomly vanishes and reappears for 1 round/level. |
| Charm Monster | Makes monster believe it is the caster’s ally. |
| Clairaudience/Clairvoyance | Hear or see at a distance for 1 min./level. |
| Confusion | Makes subject behave oddly for 1 round/level. |
| Cure Serious Wounds | Cures 3d8 +1/level damage (max +15). |
| Dispel Magic | Cancels magical spells and effects. |
| Displacement | Attacks miss subject 50%. |
| Emotion | Arouses strong emotion in subject. |
| Fear | Subjects within cone flee for 1 round/level. |
| Gaseous Form | Subject becomes insubstantial and can fly slowly. |
| Greater Magic Weapon | +1 bonus/three levels (max +5). |
| Gust of Wind | Blows away or knocks down smaller creatures. |
| Haste | Extra partial action and +4 AC. |
| Illusory Script | Only intended reader can decipher. |
| Invisibility Sphere | Makes everyone within 10 ft. invisible. |
| Keen Edge | Doubles normal weapon's threat range. |
| Lesser Geas | Commands subject of 7 HD or less. |
| Magic Circle against Chaos/Evil/Good/Law | As protection spells, but 10-ft. radius and 10 min./level. |
| Major Image | As silent image, plus sound, smell and thermal effects. |
| Phantom Steed | Magical horse appears for 1 hour/level. |
| Remove Curse | Frees object or person from curse. |
| Remove Disease | Cures all diseases affecting subject. |
| Scrying | Spies on subject from a distance. |
| Sculpt Sound | Creates new sounds or changes existing ones. |
| Sepia Snake Sigil | Creates text symbol that immobilizes reader. |
| Slow | One subject/level takes only partial actions, -2 AC, -2 melee rolls. |
| Summon Monster III | Calls outsider to fight for the caster. |
| Tiny Hut | Creates shelter for 10 creatures. |
| Wind Wall | Deflects arrows, smaller creatures, and gases. |
[edit] 4th Level Spells
| Break Enchantment | Frees subjects from enchantments, alterations, curses, and petrification. |
| Cure Critical Wounds | Cures 4d8 +1/level damage (max +20). |
| Detect Scrying | Alerts the caster of magical eavesdropping. |
| Dimension Door | Teleports the caster and up to 500 lb. |
| Dismissal | Forces a creature to return to native plane. |
| Dominate Person | Controls humanoid telepathically. |
| Hallucinatory Terrain | Makes one type of terrain appear like another (field into forest, etc.). |
| Hold Monster | As hold person, but any creature. |
| Improved Invisibility | As invisibility, but subject can attack and stay invisible. |
| Legend Lore | Learn tales about a person, place, or thing. |
| Locate Creature | Indicates direction to familiar creature. |
| Modify Memory | Changes 5 minutes of subject's memories. |
| Neutralize Poison | Detoxifies venom in or on subject. |
| Rainbow Pattern | Lights prevent 24 HD of creatures from attacking or moving away. |
| Secure Shelter | Creates sturdy cottage. |
| Shout | Deafens all within cone and deals 2d6 damage. |
| Summon Monster IV | Calls outsider to fight for the caster. |
[edit] 5th Level Spells
| Contact Other Plane | Ask question of extraplanar entity. |
| Control Water | Raises or lowers bodies of water. |
| Dream | Sends message to anyone sleeping. |
| False Vision | Fools scrying with an illusion. |
| Greater Dispelling | As dispel magic, but +20 on check. |
| Healing Circle | Cures 1d8 +1/level damage in all directions. |
| Mind Fog | Subjects in fog get -10 Wis, Will checks. |
| Mirage Arcana | As hallucinatory terrain, plus structures. |
| Mislead | Turns the caster invisible and creates illusory double. |
| Nightmare | Sends vision dealing 1d10 damage, fatigue. |
| Persistent Image | As major image, but no concentration required. |
| Summon Monster V | Calls outsider to fight for the caster. |
[edit] 6th Level Spells
| Control Weather | Changes weather in local area. |
| Eyebite | Charm, fear, sicken or sleep one subject. |
| Geas/Quest | As lesser geas, plus it affects any creature. |
| Greater Scrying | As scrying, but faster and longer. |
| Mass Haste | As haste, affects one/level subjects. |
| Mass Suggestion | As suggestion, plus one/level subjects. |
| Permanent Image | Includes sight, sound, and smell. |
| Plane Shift | Up to eight subjects travel to another plane. |
| Programmed Image | As major image, plus triggered by event. |
| Project Image | Illusory double can talk and cast spells. |
| Repulsion | Creatures can't approach the caster. |
| Summon Monster VI | Calls outsider to fight for the caster. |
| Veil | Changes appearance of group of creatures. |
[edit] Cleric Spells
[edit] 0th level spells (Orisons)
| Create Water | Creates 2 gallons/level of pure water. | |||
| Cure Minor Wounds | Cures 1 point of damage. | |||
| Detect Magic | Detects spells and magic items within 60 ft. | |||
| Detect Poison | Detects poison in one creature or small object. | |||
| Guidance | +1 on one roll, save, or check. | - | Inflict Minor Wounds | Touch attack, 1 point of damage. |
| Light | Object shines like a torch. | |||
| Mending | Makes minor repairs on an object. | |||
| Purify Food and Drink | Purifies 1 cu. ft./level of food or water. | Read Magic | Read scrolls and spellbooks. | |
| Resistance | Subject gains +1 on saving throws. | |||
| Virtue | Subject gains 1 temporary hp. |
[edit] 1st Level Spells
| Bane | Enemies suffer -1 attack, -1 on saves against fear. |
| Bless | Allies gain +1 attack and +1 on saves against fear. |
| Bless Water | Makes holy water. |
| Cause Fear | One creature flees for 1d4 rounds. |
| Command | One subject obeys one-word command for 1 round. |
| Comprehend Languages | Understand all spoken and written languages. |
| Cure Light Wounds | Cures 1d8 +1/level damage (max +5). |
| Curse Water | Makes unholy water. |
| Deathwatch | Sees how wounded subjects within 30 ft. are. |
| Detect Chaos/Evil/Good/Law | Reveals creatures, spells, or objects. |
| Detect Undead | Reveals undead within 60 ft. |
| Divine Favor | The caster gains attack, damage bonus, +1/three levels. |
| Doom | One subject suffers -2 on attacks, damage, saves, and checks. |
| Endure Elements | Ignores 5 damage/round from one energy type. |
| Entropic Shield | Ranged attacks against the caster suffer 20% miss chance. |
| Inflict Light Wounds | Touch, 1d8 +1/level damage (max +5). |
| Invisibility to Undead | Undead can't perceive one subject/level. |
| Magic Stone | Three stones gain +1 attack, deal 1d6+1 damage. |
| Magic Weapon | Weapon gains +1 bonus. |
| Obscuring Mist | Fog surrounds the caster. |
| Protection from Chaos/Evil/Good/Law | +2 AC and saves, counter mind control, hedge out elementals and outsiders. |
| Random Action | One creature acts randomly for one round. |
| Remove Fear | +4 on saves against fear for one subject +1/four levels. |
| Sanctuary | Opponents can't attack the caster, and the caster can't attack. |
| Shield of Faith | Aura grants +2 or higher deflection bonus. |
| Summon Monster I | Calls outsider to fight for the caster. |
[edit] 2nd Level Spells
| Aid | +1 attack, +1 on saves against fear, 1d8 temporary hit points. | ||
| Animal Messenger | Sends a Tiny animal to a specific place. | ||
| Augury | Learns whether an action will be good or bad. | ||
| Bull's Strength | Subject gains 1d4+1 Str for 1 hr./level. | ||
| Calm Emotions | Calms 1d6 subjects/level, negating emotion effects. | ||
| Consecrate | Fills area with positive energy, making undead weaker. | ||
| Cure Moderate Wounds | Cures 2d8 +1/level damage (max +10). | ||
| Darkness | 20-ft. radius of supernatural darkness. | ||
| Death Knell | Kills dying creature; the caster gain 1d8 temporary hp, +2 Str, and +1 level. | ||
| Delay Poison | Stops poison from harming subject for 1 hour/level. | ||
| Desecrate | Fills area with negative energy, making undead stronger. | ||
| Endurance | Gain 1d4+1 Con for 1 hr./level. | ||
| Enthrall | Captivates all within 100 ft. + 10 ft./level. | ||
| Find Traps | Notice traps as a rogue does. | ||
| Gentle Repose | Preserves one corpse. | ||
| Hold Person | Holds one person helpless; 1 round/level. | ||
| Inflict Moderate Wounds | Touch attack, 2d8 +1/level damage (max +10). | ||
| Lesser Restoration | Dispels magic ability penalty or repairs 1d4 ability damage. | ||
| Make Whole | Repairs an object. | ||
| Remove Paralysis | Frees one or more creatures from paralysis, hold, or slow. | ||
| Resist Elements | Ignores 12 damage/round from one energy type. | ||
| Shatter | Sonic vibration damages objects or crystalline creatures. | ||
| Shield Other | The caster takes half of subject's damage. | Silence | Negates sound in 15-ft. radius. |
| Sound Burst | Deals 1d8 sonic damage to subjects; may stun them. | ||
| Speak with Animals | The caster can communicate with natural animals. | ||
| Spiritual Weapon | Magical weapon attacks on its own. | ||
| Summon Monster II | Calls outsider to fight for the caster. | ||
| Undetectable Alignment | Conceals alignment for 24 hours. | ||
| Zone of Truth | Subjects within range cannot lie. |
[edit] 3rd Level Spells
| Animate Dead | Creates undead skeletons and zombies. |
| Bestow Curse | -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action. |
| Blindness/Deafness | Makes subject blind or deaf. |
| Contagion | Infects subject with chosen disease. |
| Continual Flame | Makes a permanent, heatless torch. |
| Create Food and Water | Feeds three humans (or one horse)/level. |
| Cure Serious Wounds | Cures 3d8 +1/level damage (max +15). |
| Daylight | 60-ft. radius of bright light. |
| Deeper Darkness | Object sheds absolute darkness in 60-ft. radius. |
| Dispel Magic | Cancels magical spells and effects. |
| Glyph of Warding | Inscription harms those who pass it. |
| Helping Hand | Ghostly hand leads subject to the caster. |
| Inflict Serious Wounds | Touch attack, 3d8 +1/level damage (max +15). |
| Invisibility Purge | Dispels invisibility within 5 ft./level. |
| Locate Object | Senses direction toward object (specific or type). |
| Magic Circle against Chaos/Evil/Good/Law | As protection spells, but 10-ft. radius and 10 min./level. |
| Magic Vestment | Armor or shield gains +1 enhancement/three levels. |
| Meld into Stone | The caster and the caster’s gear merge with stone. |
| Negative Energy Protection | Subject resists level and ability drains. |
| Obscure Object | Masks object against divination. |
| Prayer | Allies gain +1 on most rolls, and enemies suffer -1. |
| Protection from Elements | Absorb 12 damage/level from one kind of energy. |
| Remove Blindness/Deafness | Cures normal or magical conditions. |
| Remove Curse | Frees object or person from curse. |
| Remove Disease | Cures all diseases affecting subject. |
| Searing Light | Ray deals 1d8/two levels, more against undead. |
| Speak with Dead | Corpse answers one question/two levels. |
| Speak with Plants | The caster can talk to normal plants and plant creatures. |
| Stone Shape | Sculpts stone into any form. |
| Summon Monster III | Calls outsider to fight for the caster. |
| Water Breathing | Subjects can breathe underwater. |
| Water Walk | Subject treads on water as if solid. |
| Wind Wall | Deflects arrows, smaller creatures, and gases. |
[edit] 4th Level Spells
| Air Walk | Subject treads on air as if solid (climb at 45-degree angle). |
| Control Water | Raises or lowers bodies of water. |
| Cure Critical Wounds | Cures 4d8 +1/level damage (max +20). |
| Death Ward | Grants immunity to death spells and effects. |
| Dimensional Anchor | Bars extradimensional movement. |
| Discern Lies | Reveals deliberate falsehoods. |
| Dismissal | Forces a creature to return to native plane. |
| Divination | Provides useful advice for specific proposed actions. |
| Divine Power | The caster gains attack bonus, 18 Str, and 1 hp/level. |
| Freedom of Movement | Subject moves normally despite impediments. |
| Giant Vermin | Turns insects into giant vermin. |
| Greater Magic Weapon | +1 bonus/three levels (max +5). |
| Imbue with Spell Ability | Transfer spells to subject. |
| Inflict Critical Wounds | Touch attack, 4d8 +1/level damage (max +20). |
| Lesser Planar Ally | Exchange services with an 8 HD outsider. |
| Neutralize Poison | Detoxifies venom in or on subject. |
| Poison | Touch deals 1d10 Con damage, repeats in 1 min. |
| Repel Vermin | Insects stay 10 ft. away. |
| Restoration | Restores level and ability score drains. |
| Sending | Delivers short message anywhere, instantly. |
| Spell Immunity | Subject is immune to one spell/four levels. |
| Status | Monitors condition, position of allies. |
| Summon Monster IV | Calls outsider to fight for the caster. |
| Tongues | Speak any language. |
[edit] 5th Level Spells
| Atonement | Removes burden of misdeeds from subject. |
| Break Enchantment | Frees subjects from enchantments, alterations, curses, and petrification. |
| Circle of Doom | Deals 1d8 +1/level damage in all directions. |
| Commune | Deity answers one yes-or-no question/level. |
| Dispel Chaos/Evil/Good/Law | +4 bonus against attacks. |
| Ethereal Jaunt | The caster becomes ethereal for 1 round/level. |
| Flame Strike | Smites foes with divine fire (1d6/level). |
| Greater Command | As command, but affects one subject/level. |
| Hallow | Designates location as holy. |
| Healing Circle | Cures 1d8 +1/level damage in all directions. |
| Insect Plague | Insect horde limits vision, inflicts damage, and weak creatures flee. |
| Mark of Justice | Designates action that will trigger curse on subject. |
| Plane Shift | Up to eight subjects travel to another plane. |
| Raise Dead | Restores life to subject who died up to 1 day/level ago. |
| Righteous Might | The caster’s size increases, and the caster gains +4 Str. |
| Scrying | Spies on subject from a distance. |
| Slay Living | Touch attack kills subject. |
| Spell Resistance | Subject gains +12 +1/level SR. |
| Summon Monster V | Calls outsider to fight for the caster. |
| True Seeing | See all things as they really are. |
| Unhallow | Designates location as unholy. |
| Wall of Stone | Creates a stone wall that can be shaped. |
[edit] 6th Level Spells
| Animate Objects | Objects attack the caster’s foes. |
| Antilife Shell | 10-ft. field hedges out living creatures. |
| Banishment | Banishes 2 HD/level extraplanar creatures. |
| Blade Barrier | Blades encircling the caster deal 1d6 damage/level. |
| Create Undead | Ghouls, shadows, ghasts, wights, or wraiths. |
| Etherealness | Travel to Ethereal Plane with companions. |
| Find the Path | Shows most direct way to a location. |
| Forbiddance | Denies area to creatures of another alignment. |
| Geas/Quest | As lesser geas, plus it affects any creature. |
| Greater Dispelling | As dispel magic, but up to +20 on check. |
| Greater Glyph of Warding | As glyph of warding, but up to 10d8 damage or 6th level spell. |
| Harm | Subject loses all but 1d4 hp. |
| Heal | Cures all damage, diseases, and mental conditions. |
| Heroes' Feast | Food for one creature/level cures and blesses. |
| Planar Ally | As lesser planar ally, but up to 16 HD. |
| Summon Monster VI | Calls outsider to fight for the caster. |
| Wind Walk | The caster and the caster’s allies turn vaporous and travel fast. |
| Word of Recall | Teleports the caster back to designated place. |
[edit] 7th Level Spells
| Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
| Control Weather | Changes weather in local area. |
| Destruction | Kills subject and destroys remains. |
| Dictum | Kills, paralyzes, weakens, or dazes nonlawful subjects. |
| Greater Restoration | As restoration, plus restores all levels and ability scores |
| Greater Scrying | As scrying, but faster and longer. |
| Holy Word | Kills, paralyzes, weakens, or dazes nongood subjects. |
| Refuge | Alters item to transport its possessor to the caster. |
| Regenerate | Subject's severed limbs grow back. |
| Repulsion | Creatures can't approach the caster. |
| Resurrection | Fully restore dead subject. |
| Summon Monster VII | Calls outsider to fight for the caster. |
| Word of Chaos | Kills, confuses, stuns, or deafens nonchaotic subjects. |
[edit] 8th Level Spells
| Antimagic Field | Negates magic within 10 ft. |
| Cloak of Chaos | +4 AC, +4 resistance, and SR 25 against lawful spells. |
| Create Greater | Undead Mummies, spectres, vampires, or ghosts. |
| Discern Location | Exact location of creature or object. |
| Earthquake | Intense tremor shakes 5-ft./level radius. |
| Fire Storm | Deals 1d6 fire damage/level. |
| Greater Planar Ally | As lesser planar ally, but up to 24 HD. |
| Holy Aura | +4 AC, +4 resistance, and SR 25 against evil spells. |
| Mass Heal | As heal, but with several subjects. |
| Shield of Law | +4 AC, +4 resistance, and SR 25 against chaotic spells. |
| Summon Monster VIII | Calls outsider to fight for the caster. |
| Symbol | Triggered runes have array of effects. |
| Unholy Aura | +4 AC, +4 resistance, and SR 25 against good spells. |
[edit] 9th Level Spells
| Astral Projection | Projects the caster and companions into Astral Plane. |
| Energy Drain | Subject gains 2d4 negative levels. |
| Gate | Connects two planes for travel or summoning. |
| Implosion | Kills one creature/round. |
| Miracle | Requests a deity's intercession. |
| Soul Bind | Traps newly dead soul to prevent resurrection. |
| Storm of Vengeance | Storm rains acid, lightning, and hail. |
| Summon Monster IX | Calls outsider to fight for the caster. |
| True Resurrection | As resurrection, plus remains aren't needed. |
[edit] Clerical Domain
[edit] Air Domain
Granted Powers:Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
| 1. | Obscuring Mist | Mist Fog surrounds the caster. |
| 2. | Wind Wall | Deflects arrows, smaller creatures, and gases. |
| 3. | Gaseous Form | Subject becomes insubstantial and can fly slowly. |
| 4. | Air Walk | Subject treads on air as if solid (climb at 45-degree angle) |
| 5. | Control Winds | Change wind direction and speed. |
| 6. | Chain Lightning | 1d6 damage/level; secondary bolts. |
| 7. | Control Weather | Changes weather in local area. |
| 8. | Whirlwind. | Cyclone inflicts damage and can pick up creatures. |
| 9. | Elemental Swarm* | Summons multiple elementals. |
| *Cast as an air spell only. | ||
[edit] Animal Domain
Granted Powers: The character can cast animal friendship once per day. Knowledge (nature) is a class skill.
| 1. | Calm Animals | Calms 2d4 +1/level HD of animals, beasts, and magical beasts |
| 2. | Hold Animal | Hold one animal helpless; 1 round/level. |
| 3. | Dominate | Animal Subject animal obeys silent mental commands. |
| 4. | Repel Vermin | Insects stay 10 ft. away. |
| 5. | Commune with Nature | Learn about terrain for one mile/level. |
| 6. | Antilife Shell | 10-ft. field hedges out living creatures. |
| 7. | Animal Shapes | One ally/level polymorphs into chosen animal. |
| 8. | Creeping Doom | Carpet of insects attacks at the caster’s command. |
| 9. | Shapechange | Transforms the caster into any creature, and change forms once per round. |
[edit] Chaos Domain
Granted Power: The character casts chaos spells at +1 caster level.
| 1. | Protection from Law | +2 AC and saves, counter mind control, hedge out elementals and outsiders |
| 2. | Shatter | Sonic vibration damages objects or crystalline creatures. |
| 3. | Magic Circle against Law | As protection spells, but 10-ft. radius and 10 min./level |
| 4. | Chaos Hammer | Damages and staggers lawful creatures. |
| 5. | Dispel Law | +4 bonus against attacks by lawful creatures. |
| 6. | Animate Objects | Objects attack the caster’s foes. |
| 7. | Word of Chaos | Kills, confuses, stuns, or deafens nonchaotic subjects. |
| 8. | Cloak of Chaos | +4 AC, +4 resistance, SR 25 against lawful spells. |
| 9. | Summon Monster IX* | Calls outsider to fight for the caster. |
| *Cast as a chaos spell only. | ||
[edit] Death Domain
Granted Power: The character may use a death touch once per day. The character’s death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per the character’s cleric level. If the total at least equals the creature’s current hit points, it dies.
| 1. | Cause Fear | One creature flees for 1d4 rounds. |
| 2. | Death Knell | Kill dying creature and gain 1d8 temp. hp, +2 Str, and +1 caster level |
| 3. | Animate Dead | Creates undead skeletons and zombies. |
| 4. | Death Ward | Grants immunity to death spells and effects. |
| 5. | Slay Living | Touch attack kills subject. |
| 6. | Create Undead | Ghouls, shadows, ghasts, wights, or wraiths. |
| 7. | Destruction | Kills subject and destroys remains. |
| 8. | Create Greater Undead | Mummies, spectres, vampires, or ghosts. |
| 9. | Wail of the Banshee | Kills one creature/level. |
[edit] Destruction Domain
Granted Power: The character gains the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to the character’s cleric level (if the character hits). The character must declare the smite before making the attack. It is usable once per day.
| 1. | Inflict Light Wounds | Touch attack, 1d8 +1/level damage (max +5). |
| 2. | Shatter | Sonic vibration damages objects or crystalline creatures. |
| 3. | Contagion | Infects subject with chosen disease. |
| 4. | Inflict Critical Wounds | Touch attack, 4d8 +1/level damage (max +20). |
| 5. | Circle of Doom | Deals 1d8 +1/level damage in all directions. |
| 6. | Harm | Subject loses all but 1d4 hp. |
| 7. | Disintegrate | Makes one creature or object vanish. |
| 8. | Earthquake | Intense tremor shakes 5-ft./level radius. |
| 9. | Implosion | Kills one creature/round. |
[edit] Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
| 1. | Magic Stone | Three stones become +1 projectiles, 1d6+1 damage. |
| 2. | Soften Earth and Stone | Turns stone to clay or dirt to sand or mud. |
| 3. | Stone Shape | Sculpts stone into any form. |
| 4. | Spike Stones | Creatures in area take 1d8 damage, may be slowed. |
| 5. | Wall of Stone | Creates a stone wall that can be shaped. |
| 6. | Stoneskin | Stops blows, cuts, stabs, and slashes. |
| 7. | Earthquake | Intense tremor shakes 5-ft./level radius. |
| 8. | Iron Body | The character’s body becomes living iron. |
| 9. | Elemental Swarm* | Summons multiple elementals. |
| *Cast as an earth spell only. | ||
[edit] Evil Domain
Granted Power: The character casts evil spells at +1 caster level.
| 1. | Protection from Good | +2 AC and saves, counter mind control, hedge out elementals and outsiders |
| 2. | Desecrate | Fills area with negative energy, making undead stronger. |
| 3. | Magic Circle against Good | As protection spells, but 10-ft. radius and 10 min./level |
| 4. | Unholy Blight | Damages and sickens good creatures. |
| 5. | Dispel Good | +4 bonus against attacks by good creatures. |
| 6. | Create Undead | Ghouls, shadows, ghasts, wights, or wraiths. |
| 7. | Blasphemy | Kills, paralyzes, weakens, or dazes nonevil subjects. |
| 8. | Unholy Aura | +4 AC, +4 resistance, SR 25 against good spells. |
| 9. | Summon Monster IX* | Calls outsider to fight for the caster. |
| *Cast as an evil spell only. | ||
[edit] Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
| 1. | Burning Hands | 1d4 fire damage/level (max 5d4). |
| 2. | Produce Flame | 1d4 +1/two levels damage, touch or thrown. |
| 3. | Resist Elements* | Ignore first 12 damage from one energy type each round. |
| 4. | Wall of Fire | Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level. |
| 5. | Fire Shield | Creatures attacking the caster take fire damage; the caster is protected from heat or cold. |
| 6. | Fire Seeds | Acorns and berries become grenades and bombs. |
| 7. | Fire Storm | Deals 1d6 fire damage/level. |
| 8. | Incendiary Cloud | Cloud deals 4d6 fire damage/round. |
| 9. | Elemental Swarm** | Summons multiple elementals. |
| *Resist cold or fire only. | ||
| **Cast as a fire spell only. | ||
[edit] Good Domain
Granted Power: The character casts good spells at +1 caster level.
| 1. | Protection from Evil | +2 AC and saves, counter mind control, hedge out elementals and outsiders. |
| 2. | Aid | +1 attack, +1 on saves against fear, 1d6 temporary hit points. |
| 3. | Magic Circle against Evil | As protection spells, but 10-ft. radius and 10 min./level. |
| 4. | Holy Smite | Damages and blinds evil creatures. |
| 5. | Dispel Evil | +4 bonus against attacks by evil creatures. |
| 6. | Blade Barrier | Blades encircling the caster deal 1d6 damage/level. |
| 7. | Holy Word | Kills, paralyzes, weakens, or dazes nongood subjects. |
| 8. | Holy Aura | +4 AC, +4 resistance, and SR 25 against evil spells. |
| 9. | Summon Monster IX* | Calls outsider to fight for the caster. |
| *Cast as a good spell only. | ||
[edit] Healing Domain
Granted Power: The character casts healing spells at +1 caster level.
| 1. | Cure Light Wounds | Cures 1d8 +1/level damage (max +5). |
| 2. | Cure Moderate Wounds | Cures 2d8 +1/level damage (max +10). |
| 3. | Cure Serious Wounds | Cures 3d8 +1/level damage (max +15). |
| 4. | Cure Critical Wounds | Cures 4d8 +1/level damage (max +20). |
| 5. | Healing Circle | Cures 1d8 +1/level damage in all directions. |
| 6. | Heal | Cures all damage, diseases, and mental conditions. |
| 7. | Regenerate | Subject's severed limbs grow back. |
| 8. | Mass Heal | As heal, but with several subjects. |
| 9. | True Resurrection | As resurrection, plus remains aren't needed. |
[edit] Knowledge Domain
Granted Power: All Knowledge skills are class skills. The character casts divinations at +1 caster level.
| 1. | Detect Secret Doors | Reveals hidden doors within 60 ft. |
| 2. | Detect Thoughts | Allows "listening" to surface thoughts. |
| 3. | Clairaudience/Clairvoyance | Hear or see at a distance for 1 min./level. |
| 4. | Divination | Provides useful advice on to specific proposed actions. |
| 5. | True Seeing | See all things as they really are. |
| 6. | Find the Path | Shows most direct way to a location. |
| 7. | Legend Lore | Learn tales about a person, place, or thing. |
| 8. | Discern Location | Exact location of creature or object. |
| 9. | Foresight | "Sixth sense" warns of impending danger. |
[edit] Law Domain
Granted Power: The character casts Law spells at +1 caster level.
| 1. | Protection from Chaos | +2 AC and saves, counter mind control, hedge out elementals and outsiders. |
| 2. | Calm Emotions | Calms 1d6 creatures/level, negating emotion effects. |
| 3. | Magic Circle against Chaos | As protection spells, but 10-ft. radius and 10 min./level |
| 4. | Order’s Wrath | Damages and dazes chaotic creatures. |
| 5. | Dispel Chaos | +4 bonus against attacks by chaotic creatures. |
| 6. | Hold Monster | As hold person, but any creature. |
| 7. | Dictum | Kills, paralyzes, weakens, or dazes nonlawful subjects. |
| 8. | Shield of Law | +4 AC, +4 resistance, and SR 25 against chaotic spells. |
| 9. | Summon Monster IX* | Calls outsider to fight for the caster. |
| *Cast as a law spell only. | ||
[edit] Luck Domain
Granted Power: The character gains the power of good fortune, which is usable once per day. This extraordinary ability allows the character to reroll one roll that the character has just made. The character must take the result of the reroll, even if it’s worse than the original roll.
| 1. | Entropic Shield | Ranged attacks against the caster suffer 20% miss chance. |
| 2. | Aid | +1 attack, +1 against fear, 1d8 temporary hit points. |
| 3. | Protection from Elements | Absorb 12 damage/level from one kind of energy. |
| 4. | Freedom of Movement | Subject moves normally despite impediments. |
| 5. | Break Enchantment | Frees subjects from enchantments, alterations, curses,and petrification. |
| 6. | Mislead | Turns the caster invisible and creates illusory double. |
| 7. | Spell Turning | Reflect 1d4+6 spell levels back at caster. |
| 8. | Holy Aura | +4 AC, +4 resistance, and SR 25 against evil spells. |
| 9. | Miracle | Requests a deity's intercession. |
[edit] Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half the character’s cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if the character is also a wizard, actual wizard levels and these effective wizard levels stack.
| 1. | Undetectable Aura | Masks magic item's aura. |
| 2. | Identify | Determines single feature of magic item. |
| 3. | Dispel Magic | Cancels magical spells and effects. |
| 4. | Imbue with Spell Ability | Transfer spells to subject. |
| 5. | Spell Resistance | Subject gains +12 +1/level SR. |
| 6. | Antimagic Field | Negates magic within 10 ft. |
| 7. | Spell Turning | Reflect 1d4+6 spell levels back at caster. |
| 8. | Protection from Spells | Confers +8 resistance bonus. |
| 9. | Disjunction | Dispels magic, disenchants magic items. |
[edit] Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
Knowledge (nature) is a class skill.
| 1. | Entangle | Plants entangle everyone in 40-ft.-radius circle. |
| 2. | Barkskin | Grants +3 natural armor bonus (or higher). |
| 3. | Plant Growth | Grows vegetation, improves crops. |
| 4. | Control Plants | Talk to and control plants & fungi. |
| 5. | Wall of Thorns | Thorns damage anyone who tries to pass. |
| 6. | Repel Wood | Pushes away wooden objects. |
| 7. | Changestaff | The caster’s staff becomes a treant on command. |
| 8. | Command Plants | Plants animate and vegetation entangles. |
| 9. | Shambler | Summons 1d4+2 shambling mounds to fight for the caster. |
[edit] Protection Domain
Granted Power: The character can generate a protective ward, a spell-like ability to grant someone the character touches a resistance bonus equal to the character’s level on the recipient’s next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
| 1. | Sanctuary | Opponents can't attack the caster, and the caster can't attack. |
| 2. | Shield Other | The caster takes half of subject's damage. |
| 3. | Protection from Elements | Absorb 12 damage/level from one kind of energy. |
| 4. | Spell Immunity | Subject is immune to one spell/four levels. |
| 5. | Spell Resistance | Subject gains +12 +1/level SR. |
| 6. | Antimagic Field | Negates magic within 10 ft. |
| 7. | Repulsion | Creatures can't approach the caster. |
| 8. | Mind Blank | Subject is immune to mental/emotional magic and scrying. |
| 9. | Prismatic Sphere | As prismatic wall, but surrounds on all sides. |
